Real-Time Deformation and Fracture in a Game Environment





Rating is available when the video has been rented.
This feature is not available right now. Please try again later.
Published on Feb 13, 2011

This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included.


Eric G. Parker and James F. O'Brien. "Real-Time Deformation and Fracture in a Game Environment". In Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pages 156--166, August 2009.

  • Category

  • Song

    • 友達との喧嘩(河原和己)
  • Artist

    • 岡本信彦
  • Album

    • オ・ト・ナ限定 お咎めCD Penalty Ⅰ
  • Licensed to YouTube by

    • columbia (on behalf of COLUMBIA)


When autoplay is enabled, a suggested video will automatically play next.

Up next

to add this to Watch Later

Add to

Loading playlists...